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Stuff!

  • Bizhawk 1.11.5
  • Uses warps.
  • Aims for fastest time.
  • Takes damage to save time.
  • Uses death to save time.
  • Abuses programming errors in the game.
Happy April 1st, here's some more Donkey action for ya. This run is 189 frames faster than Karaagekaraage's (?) TAS and 1175 frames faster than my previous run. Mostly thanks to a new glitch as well as some additional optimisations. As this run was done on Bizhawk instead of SNES9X, some frames are because of lag differences.

New Glitch

Super Jump Roll (SJR)

This is a combination of two glitches: Super Jump and Jump Roll. A Super Jump is done by first having Diddy/Donkey get hit and run into a vertical wall. This will have Diddy/Donkey jump straight up in the air. Break a DK Barrel, take damage again and hold B. The next time you'll land on an enemy, as long as you never make a jump or release B, you'll fly upwards. While Superjumps have been known for quite some time, it wasn't until recently that RainbowSprinklez thought of combining it with a Jumproll. A jumproll is done by landing on an enemy the same frame as you start a new roll, causing Diddy/Donkey to roll in midair "without falling".
When you combine these two, you'll roll into enemies to build up speed, while at the same time moving upwards. Resulting in flying through a stage until you release B to drop.

More info

Check my previous submissions: 8:09, 8:13 and 16:22.

Level Summary

Jungle Hijinx:

Better subpixel management, mostly due to when to release Y to start a new roll, managed to save a couple of frames in the end.

Ropey Rampage:

Pretty much the same type of improvement as in 1-1.

Orang-utan Gang:

I saved some time at the second Mankey Kong. Just when he throws the barrel, the hitbox for the barrel will be removed rather far away, making it possible to land between Mankey and the barrel to start a roll instead of jumping over him. Different method of getting onto Expresso with the barrel saved some more time. However, these improvements caused me to lose some time later when I needed to get the right value for the invisble barrel, in order to open the bonus room. All in all, a lot of time saved!

Manic Mincers:

The Super Jump Roll done in the following level requires me to start with two Kongs. I therefore jump off Expresso to grab a DK barrel. It was slightly faster to use the second-to-last DK barrel instead of the last one in the levle, as it lets me roll into the Gnawties to increase my rolling speed, which goes above the speed of Expresso.

Misty Mine:

First use of the Super Jump Roll and the biggest timesaver for the run! I get hit by the second Slippa for Diddy to run into the wall and store the superjump. Get Diddy back, get hit and hold B. This part is actually a bit tricky, not to activate the SJR itself, but to get the full speed of it. Each enemy, up to 4, will increase the rolling speed. I want to hit the second Slippa as early as possible and instantly move towards the right. By releasing Y before hitting an enemy, I can choose to later activate the roll and its speed gain, this is called an Extended Roll. I need to do this for the second Slippa and time it to hit both the third as well as the fourth snakes. The rest of the level is history...

Loopy Lights:

Another SJR was done in this stage. Here it doesn't save much time at all, in comparision. Main reason is that you can't normally roll into Klap Traps, this makes it impossible to start a SJR using only them as enemies. I instead have to wait until the midway point, where there are two Kritters, and use those. As I only hit two enemies, the speed isn't as great as in Misty Mine, but it still saved around two seconds compared to my previous TAS.

Platform Perils:

This is overall the same as the previous run. The beginning is very hard due to lag when hitting enemies, and how to avoid that, as well as general speed and subpixel management. A few frames faster still.

Master Necky SNR:

When the nuts land on the ground, it can sometimes cause lag. I managed to avoid all of that by plan out where the nuts land for each shot.

King K Rool:

"This fight is very boring as I'm running out of things to do while waiting. "

Thanks

RainbowSprinklez for finding the Super Jump Roll glitch!

ArneTheGreat for his general DKC research in the past and the brain behind the Wrong Warp.


Samsara: Kongratulations!
Noxxa: Judging.
Noxxa: The best April Fools submissions are the ones that are completely serious. Great improvement, accepting as an improvement to the published run.
Fog: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #5074: Tompa's SNES Donkey Kong Country in 07:50.08
dekutony
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His DONG expanded 3 sizes that day.
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So the Kongs decided to go Sonic the Hedgehog on a couple levels. Yes vote.
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I just love this warp glitch, if only we could glitch to Krol.
ALAKTORN
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Amazing run. :) Kinda feels like you could’ve taken the opportunity to change the end point, though. Sacrificing Diddy never looked TAS-like to me and by now it’s pretty boring.
Tompa
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No one complained in any of my three previous TASes. So it will be kept. Has nothing to do with if it's entertaining or not, it's all about the frames to me in this case. And I still think it's a pretty interesting way of ending the input, while still beating the game. Not ending the input like this, and keeping both Kongs, would waste 524 real time frames. Having Donkey in the end also speeds up the victory animation in the end, being 25 frames faster than Diddy's. I could save a total of 27 in game time frames by killing Diddy earlier and ended input with Donkey hitting as early as possible. But this run doesn't aim for in game time, and thus I end input the way I do in this run.
ALAKTORN
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Tompa wrote:
Not ending the input like this, and keeping both Kongs, would waste 524 real time frames.
No, it wouldn’t. That’s the time loss in length of input, not “real time”. Winning with both kongs would probably be faster in real time (RTAs/races surely do that?). The “end input early” concept is extremely flawed and you seem to be taking it as the only truth, it is not.
Tompa
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Winning with both Kongs is never faster. As you can take damage without losing any time and having Donkey in the end will cut down the victory dance time. Real time runners end the input when the banana lands however, so this doesn't effect them. Real time as in TAS time, I suppose =). As TAS timing is start playing -> stop playing the game, with some exceptions. I follow basic rules and guidelines and there is nothing wrong with my way of ending the input early.
ALAKTORN
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Tompa wrote:
Winning with both Kongs is never faster. As you can take damage without losing any time and having Donkey in the end will cut down the victory dance time.
…Why the hell are you playing dumb by talking about IGT? I was talking about real time, which is what you brought up in the first place.
Tompa wrote:
I follow basic rules and guidelines and there is nothing wrong with my way of ending the input early.
Never said there was in terms of rules, just entertainment.
Tompa
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Playing dumb? I wasn't even talking about the IGT in my previous post, lol. You save real time depending on when you choose to end your timing. If it's the banana: You'll neither lose or save time by having two Kongs. If it's on the black screen: You'll save both real time as well as in game time. It would certainly be more enteraining to run around a bit instead of just standing still after making the hit on the final boss. I should clearly end input when I lose control of my character =). And yeah, I skipped some levels that would have been entertaining to see as well. And why didn't I do some extra glitches to make it entertaining as well? Having Donkey Kong ride Donkey Kong is a classic! No, this aims to finish the game quickly, TAS timing, which is what I did. End of story =).
ALAKTORN
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Tompa wrote:
You save real time depending on when you choose to end your timing. If it's the banana: You'll neither lose or save time by having two Kongs.
You said yourself that you’re losing like 27 frames by not dealing the final hit as soon as possible. As far as the rest of your post… uh… if I replied to it I’d probably call you names so I’ll just stop.
Tompa
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The In Game Timer keeps running until the screen turns black, at which point the game is automatically saved. For a run that goes by real timing, ending on the banana, those IGT frames won't matter, but will still be part of the save file. As I land on KKR slightly later than possible, because taking damage, I lose (Only if you go by a different timing) a couple of frames. But as this is a TAS, no actual time is actually lost to it. Not sure if that will clear up anything or if you are still confused. Also: I don't mind you calling me names, go for it.
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I’m just saying your strategy loses real time while you were denying that. Either you don’t understand what real time is (it’s not TAS/input time), or I don’t know. You clearly have some kind of obsession with input time and I don’t really care to discuss that. I was simply saying my opinion in that it’s gotten boring after seeing it for 4 times, and correcting you on the real time issue.
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Just use whatever timing the last run used.
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Your TASes always make me wanna start working on DKC series. Totally a yes!
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The default way to time a TAS for tasvideos is from power on to last frame of input, assuming the TAS beats the game and gets through credits. If you have a problem with that, ALAKTORN, take it up with the site itself and not in this thread, it's not Tompa's fault ;)
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MUGG wrote:
Just use whatever timing the last run used.
Why? What if the last run used a timing that was widely considered to be inferior to some other form of possible timing? Sounds like a terrible strategy to me. (We’ve had differing timing runs obsolete older runs, but I’m sure you already know that.)
Patashu wrote:
If you have a problem with that, ALAKTORN, take it up with the site itself and not in this thread, it's not Tompa's fault ;)
I don’t even know what to say to that. Where did I say it was a problem? I posted in this submission because for THIS submission I thought it got to the point where it was boring.
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Why isn't today recognize as the international DKC TAS day? Obvious "yes" vote of course.
Alyosha
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Wow nice work Tompa! I hope this gets a console verification, that would be very exciting!
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Another year, another exciting DKC TAS from Tompa! As to be expected, it didn't disappoint in the slightest. The new expansion of the rolling glitch was truly neat to see. Obvious Yes vote!
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Interesting to see a serious TAS on this day, every other year, for the same game, from the same person. Obvious YES vote. Already pumped to see another one on 2018 or 2019.
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Giving it a yeah.
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damn yes !
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Yes vote! Love the new trick.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3117] SNES Donkey Kong Country by Tompa in 07:50.08